TL;DR: In this paper, the authors developed and validated a behavior marker system that can be used by different managers or coaches to measure the non-technical skills of software development individuals and teams.
Abstract: Managers recognize that software development project teams need to be developed and guided. Although technical skills are necessary, non-technical (NT) skills are equally, if not more, necessary for project success. Currently, there are no proven tools to measure the NT skills of software developers or software development teams. Behavioral markers (observable behaviors that have positive or negative impacts on individual or team performance) are beginning to be successfully used by airline and medical industries to measure NT skill performance. The purpose of this research is to develop and validate the behavior marker system tool that can be used by different managers or coaches to measure the NT skills of software development individuals and teams. This paper presents an empirical study conducted at the Software Factory where users of the behavior marker tool rated video clips of software development teams. The initial results show that the behavior marker tool can be reliably used with minimal training. Keywords-Non-technical Skills; behavior marker; performance.
TL;DR: In the light of swift, incremental and iterative nature of Agile Softwar, the role of human-aspects of software engineers needs to be considered in the context of agile development.
Abstract: Context: In the light of the swift and iterative nature of Agile Software Development (ASD) practices, establishing deeper insights into capability measurement within the context of team formation is crucial, as the capability of individuals and teams can affect team performance and productivity. Although a former Systematic Literature Review (SLR) synthesized the state of the art in relation to capability measurement in ASD with a focus on selecting individuals to agile teams, and capabilities related to team performance and success, determining to what degree the SLR's results apply to practice can provide progressive insights to both research and practice.
Objective: Our study investigates how agile practitioners perceive the relevance of individual and team level measures for characterizing the capability of an agile team and its members. Furthermore, to scrutinize variations in practitioners' perceptions, our study further analyzes perceptions across stratified demographic groups.
Method: We undertook a Web-based survey using a questionnaire built based on the capability measures identified from a previously conducted SLR.
Results: Our survey responses (60) indicate that 127 individual and 28 team capability measures were considered as relevant by the majority of practitioners. We also identified seven individual and one team capability measure that have not been previously characterized by our SLR. The surveyed practitioners suggested that an agile team member's responsibility and questioning skills significantly represent the member's capability.
Conclusion: Results from our survey align with our SLR's findings. Measures associated with social aspects were observed to be dominant compared to technical and innovative aspects. Our results can support agile practitioners in their team composition decisions.
TL;DR: In this paper, the authors investigated how agile practitioners perceive the relevance of individual and team level measures for characterizing the capability of an agile team and its members, and they also identified seven individual and one team capability measure that have not been previously characterized by their SLR.
Abstract: Context: In the light of the swift and iterative nature of Agile Software Development (ASD) practices, establishing deeper insights into capability measurement within the context of team formation is crucial, as the capability of individuals and teams can affect team performance and productivity Although a former Systematic Literature Review (SLR) synthesized the state of the art in relation to capability measurement in ASD – with a focus on selecting individuals to agile teams, and capabilities related to team performance, productivity and success determining to what degree the SLR’s results apply to practice can provide progressive insights to both research and practice. Objective: Our study investigates how agile practitioners perceive the relevance of individual and team level measures for characterizing the capability of an agile team and its members. Here, the emphasis was also on selecting individuals to agile teams, and capabilities associated with effective teams in terms of their performance, productivity and success. Furthermore, to scrutinize variations in practitioners’ perceptions, our study further analyzes perceptions across stratified demographic groups. Method: We undertook a Web-based survey using a questionnaire built based on the capability measures identified from a previously conducted SLR. Results: Our survey responses (60) indicate that 127 individual and 28 team capability measures were considered as relevant by the majority of practitioners. We also identified seven individual and one team capability measure that have not been previously characterized by our SLR. The surveyed practitioners suggested that an agile team member’s responsibility and questioning skills significantly represent the member’s capability. Conclusion: Results from our survey align with our SLR’s findings. Measures associated with social aspects were observed to be dominant compared to technical and innovative aspects. Our results can support agile practitioners in their team composition decisions.
TL;DR: In this article, the authors conducted a case study on an educational hackathon that took place in the online context, collecting data through questionnaires, interviews, and observations, identifying how an online educational hack-athon can support students of a software engineering program to develop professional skills.
Abstract: The global pandemic of COVID19 demanded that professors rethink teaching strategies considering the use of online environments due to the social isolation stipulated to reduce the rate of contagion of the disease. A challenge for software engineering professors is to develop fundamental professional skills in students who are in the process of learning using these virtual environments. The purpose of this study is to identify how an online educational hackathon can support students of a Software Engineering program to develop professional skills. We also seek to understand how intense collaboration takes place between student teams, considering the digital context for the production of a technological solution. We conducted a Case Study on an educational hackathon that took place in the online context, collecting data through questionnaires, interviews, and observations. As some results, the skills that students most considered that this hackathon helped them to develop were communication, initiative, and creativity/innovation, among others. Also, the strategies of collaboration adopted by the students during this competition, considering the remote context. Therefore, the main contribution is the identification of how the realization of this event supported students to develop professional skills and to practice collaboration skills with each other.
TL;DR: In this paper, a revisao da literatura for encontrar contribuicoes for o desenvolvimento de software educacional com a participacao de adolescentes, constatou-se a importância de serem observados aspectos pedagogicos e sobre o conteudo em perspectiva.
Abstract: Tecnologias digitais fazem parte do cotidiano de diferentes pessoas e sao utilizadas para muitas finalidades, inclusive para apoio ao ensino e a aprendizagem. O computador oferece recursos para o fazer pedagogico, como o software educacional. Seu desenvolvimento envolve trabalho em equipe e deve considerar aspectos pedagogicos e seu publico-alvo, ou seja, os estudantes. Assim como as criancas, atraves do Design Participativo, adolescentes podem contribuir, como parceiros de design, durante todo o processo de desenvolvimento de novas tecnologias. Ao se realizar uma revisao da literatura para encontrar contribuicoes para o desenvolvimento de software educacional com a participacao de adolescentes, constatou-se a importância de serem observados aspectos pedagogicos e sobre o conteudo em perspectiva, mas nao foram observadas contribuicoes para a criacao de softwares educacionais com a participacao de adolescentes. Assim sendo, este Trabalho de Conclusao de Curso integra praticas de Design Participativo a Engenharia de Requisitos no contexto educacional, com a participacao de adolescentes, para subsidiar o desenvolvimento de um software educacional para o ensino e a aprendizagem de conteudo de Matematica. Participaram estudantes de uma turma de oitavo ano e a professora de Matematica da Escola Estadual de Ensino Fundamental Dr. Arthur Hormain, localizada no Polo
Rural dos Pinheiros – municipio de Alegrete/RS. Como resultado, tem-se a Especificacao de Requisitos do jogo Sorvete Turbo, que organiza seus requisitos funcionais e nao funcionais, alem dos prototipos gerados pelos adolescentes. A partir dos requisitos organizados, o jogo deve ser desenvolvido como parte das atividades do programa de extensao GEInfoEdu – Grupo de Estudos em Informatica na Educacao.
TL;DR: In this paper, a heuristic framework illustrating recent trends in the literature depicts team effectiveness as a function of task, group, and organization design factors, environmental factors, internal processes, external processes, and group psychosocial traits.
Abstract: In this article, we summarize and review the research on teams and groups in organization settings published from January 1990 to April 1996. The article focuses on studies in which the dependent variables are concerned with various dimensions of effectiveness. A heuristic framework illustrating recent trends in the literature depicts team effectiveness as a function of task, group, and organization design factors, environmental factors, internal processes, external processes, and group psychosocial traits. The review discusses four types of teams: work, parallel, project, and management. We review research findings for each type of team organized by the categories in our heuristic framework. The article concludes by comparing the variables studied for the different types of teams, highlighting the progress that has been made, suggesting what still needs to be done, summarizing key leamings from the last six years, and suggesting areas for further research.
TL;DR: The effects of working in an agile style is described and the problem it addresses and the way in which it addresses the problem are introduced.
Abstract: In a previous article (2001), we introduced agile software development through the problem it addresses and the way in which it addresses the problem. Here, we describe the effects of working in an agile style.
TL;DR: The findings of the evaluation indicated that the ANTS system has a satisfactory level of validity, reliability and usability in an experimental setting, provided users receive adequate training.
Abstract: Background. Non-technical skills are critical for good anaesthetic practice but are not addressed explicitly in normal training. Realization of the need to train and assess these skills is growing, but these activities must be based on properly developed skills frameworks and validated measurement tools. A prototype behavioural marker system was developed using human factors research techniques. The aim of this study was to conduct an experimental evaluation to establish its basic psychometric properties and usability. Method. The Anaesthetists’ Non-Technical Skills (ANTS) system prototype comprises four skill categories (task management, team working, situation awareness, and decision making) divided into 15 elements, each with example behaviours. To investigate its experimental validity, reliably and usability, 50 consultant anaesthetists were trained to use the ANTS system. They were asked to rate the behaviour of a target anaesthetist using the prototype system in eight videos of simulated anaesthetic scenarios. Data were collected from the ratings forms and an evaluation questionnaire. Results. The results showed that the system is complete, and that the skills are observable and can be rated with acceptable levels of agreement and accuracy. The internal consistency of the system appeared sound, and responses regarding usability were very positive. Conclusions. The findings of the evaluation indicated that the ANTS system has a satisfactory level of validity, reliability and usability in an experimental setting, provided users receive adequate training. It is now ready to be tested in real training environments, so that full guidelines can be developed for its integration into the anaesthetic curriculum.
TL;DR: Safety at the Sharp End as discussed by the authors is a general guide to the theory and practice of non-technical skills for safety, including cognitive and social skills required for efficient and safe operations.
Abstract: Many 21st century operations are characterised by teams of workers dealing with significant risks and complex technology, in competitive, commercially-driven environments. Informed managers in such sectors have realised the necessity of understanding the human dimension to their operations if they hope to improve production and safety performance. While organisational safety culture is a key determinant of workplace safety, it is also essential to focus on the non-technical skills of the system operators based at the 'sharp end' of the organisation. These skills are the cognitive and social skills required for efficient and safe operations, often termed Crew Resource Management (CRM) skills. In industries such as civil aviation, it has long been appreciated that the majority of accidents could have been prevented if better non-technical skills had been demonstrated by personnel operating and maintaining the system. As a result, the aviation industry has pioneered the development of CRM training. Many other organisations are now introducing non-technical skills training, most notably within the healthcare sector. Safety at the Sharp End is a general guide to the theory and practice of non-technical skills for safety. It covers the identification, training and evaluation of non-technical skills and has been written for use by individuals who are studying or training these skills on CRM and other safety or human factors courses. The material is also suitable for undergraduate and post-experience students studying human factors or industrial safety programmes.
Q1. What are the contributions in "A behavior marker tool for measurement of the non- technical skills of software professionals: an empirical investigation" ?
The purpose of this research is to develop and validate the behavior marker system tool that can be used by different managers or coaches to measure the NT skills of software development individuals and teams. This paper presents an empirical study conducted at the Software Factory where users of the behavior marker tool rated video clips of software development teams.